Yes, falco controls the pace IF he is able to get away with a 19+ frame startup. And its pace control is extremely overrated. First off, its worse at forcing approaches than Fox's (you have to be really fkn stupid/biased to argue otherwise) but its strength comes in the form of lockdown.
The lockdown is however, really overrated.
it's frame data time? k
SHL has 18+ frames of startup. 5 (jumpsquat) + 13 (laser startup). The first 5 frames are mostly irrelevant from a reaction standpoint, however, as on frame 6 you could be on the ground due to a wavedash. So that gives you what, 13 frames to react to and punish a laser? After initiating a laser, assuming your later statement of 22 frames for a late laser is correct (but off 1 frame), you have 17-20 (4 frames landing lag was added) frames afterward before you can do anything, with a projectile in front of you. And you have a frame 1 (with invincibility) and a frame 2 move, or you can dash back, or many things.
While Falco's lasers are less effective at
forcing approaches, their strength rather lies in their effectiveness in limiting approaches. Fox's laser doesn't force you to jump over them, shield, forfeit position by moving to a platform, or take a minimum 11 frames of stun.
It has minimal stun (a lot of people are just too afraid of taking the damage) and the same ammount of lockdown it causes can be reversed by a ONE FRAME move (shield) that has NO lag (compared to a 19+frame startup with falco).
While Powershield reflect occurs frame 1, there are also 4 stipulations to it.
1. You must completely suppress the trigger within 2 frames. Not too hard.
2. The window to time this is 2 frames.
3. You're still in your shield after powershielding a projectile. Unlike powershielding normal attacks, you can't IASA into A or B attacks.
4. The laser also has to be between the edge of your shield and your character's hurtbox. Powershielding with characters like Peach, Marth, & Sheik isn't much of a challenge with full shield, but against a character notorious for effective shield pressure, this isn't always the case in any given situation.
The reward for powershielding a laser is also minimal, as the reflected laser becomes fully stale and does only 1.65 damage.
Practically speaking (frame data aside), powershield reflect isn't the be-all-end-all laser counter. Mixing in SHL's where you land within the first 12 frames makes it more of a guessing game than a "Oh he's shorthopping, now to time my powershield perfectly" case, and if you do an empty SHL and they try to PS, they're now in their shield, and I'm sure you know how Falco is against shielding opponents. They now have to commit time to WD OoS, which takes longer than a laser's stun.
Falco is also horrible at dealing with his own lasers, he gets way more punished than from taking a PS'd laser than he gains by hitting one on the majority of the cast, he has a bad PS and he has pretty bad movement.
Continuing, there are few things an opponent can do with frame advantage upon successfully powershielding a laser. If they're close enough, grab is obvious enough, Up-B out of shield with Marth/Samus, or do a quick aerial OoS. Wavedash out of shield -> Shine isn't even fast enough; Falco can simply shield. Punishes aren't guaranteed in this situation; properly timed dash back SH reverse laser beats most standing punishes and running punishes, jab beats any running punish I can think of & wd oos grab, and shield works against just about everything except grab.
This is all assuming Falco gets hit by the reflected laser. Falco can PS reflect it back (lolz), or just shine depending on distance. Where shine doesn't work, shield will, and then they have even fewer frames to punish you (though you're stuck in your shield, the laser only has 5 frames of stun [2 frames shieldstun, 3 frames hitlag], so you're +6 in comparison to getting hit by the laser, where you have options if you're out of grab range).
Remember, falco is very vulnerable for the 22 startup frames [low lasers] , especially to jump ins since these will not be hit even if he gets his laser out in time . When he actually can jump over reflected lasers the opponent will be lagless long before falco can jump.
I already covered options after powershield above. Even then, what about empty SH -> waveland? Powershielding a low laser is also generally harder than mid-level lasers due to leg/feet hitboxes sticking out closer to the edge of a shield. You are correct though; if he DJ's or full jumps over a laser they'll be out of stun before Falco lands.
You can jump over lasers and punish his ground/sh approaches (for example, sheik sh over lasers, fair if falco approaches) which is pretty much 100% safe and you can still be in range to punish a new shl [nonretreated]/ whiffed uptilt without being endangered yourself.
Why do you limit it to nonretreated? Since you're assuming the opponent can powershield consistently, why not assume that the Falco can SH retreating Laser, which is much easier to do...?
The uptilt has considerable lag and suffers from mobility issues (you cannot move around with the uptilt good enought to match most aerial approaches) and the bair suffers from things really, they both rely on the opponent approaching you carelessly, which powershielding and other shizzle is able to prevent.
While the uptilt mobility point is a decent point,
and the bair suffers from things really
I don't agree with this. Dash back bair covers most approaches and without prediction (mixups, etc.) can't be punished.
I think its really overrated as a edge guarding tool. It has way to long startup (you can see him jumping up to laser [esp FHL] and you can just get around it by (shine)stalling and/or using it to aid your recovery) and has too little reward.
I don't really see how the startup is relevant. What else would you be doing while waiting for them to recover? Jump all the way out there and dair? Just because they can react to them being fired, doesn't mean they're any better off when their ultimate goal is to return to the ledge safely. As KK said, lasers limit options. If you time lasers correctly, characters can be forced to DJ later than they want to. This game is all about limiting options.
Even in cases where you can't really limit options well, being able to deal damage in an edgeguarding situation is always better than not being able to.
unknown522's points with leffen's responses in red said:
The d-air is also a more convenient killing tool than the shine for these reasons:
- Stronger move LOL'D. Shine kills at 0% and cannot be tech'd.
- hitbox lasts for a long time Great, easier to tech.
- more range wrong.
1. It can't be teched by characters of Marth's weight or higher. It killing at 0% is also kind of a stretch; while it does happen, it doesn't happen nearly as often as it used to as people have adapted and are more cautious position-wise against Fox near the ledge. Shine also
doesn't combo into itself from onstage -> offstage (like Falco's dair does. Even at low percents, dair -> shine gets characters to a percentage where Falco's shine actually has more knockback.
2. This just doesn't make any sense. The hitbox's active time is irrelevant to its ledgetechability. Shine is more difficult to tech because it sends at a more horizontal angle than dair does, however dair is still pretty hard to tech unless Falco is on the stage by a bit. The weak hit is also impossible to tech until ~70%ish because it doesn't put characters into tumble.
3. What kind of a rebuttal is that? Being an aerial, Falco's dair can benefit from hitbox drag and aerial momentum control (drifting). With Fox's shine, you have to be right next to them. While the hitbox itself is larger, some of it is behind Fox and it's not as far forward as Falco's dair.
This is just unnecessarily disrespectful and abrasive. It's understandable that one can get a bit passionate in a heated debate, but I think back here we should all show each other respect. We're all doing
something right if we're here, right? Moving on:
unknown522 said:
Fox's shine if obviously ridiculously broken as well, but you have to either time it really well, or abuse ledge invincibility. Also, if the opponent recovers high, then fox can't shoot them down with lasers to force them low, or to control them to where he wants them to go.
Again, easier to play ****. [Fox has 40times better shield pressure because of his grab, falcos just sucks which is why he even has to resort to using aerials and shines when he knows his opponent is gonna shield.] + you forgot fox being faster as in less lag and faster startup.
Here you just kind of digress into other stuff that doesn't really respond to his. (other stuff in []) Shine's timing requirement isn't only an ease of use issue; the fact that D-air's hitbox stays out for 1/3rd of a second while Fox's shine is only out for 1 frame means that with any given timing of the two, Dair covers more options. Even holding away from the ledge for a bit can make shine miss, while if you're still moving upward (as is usually the case with recovery) dair will hit you in most cases.
Fox doesnt have to approach. This is what makes him win over every other character in the game. To those who can outcamp him [falco only] he will win by being MUCH faster/better close range and to those who can outspace him [Marth, Sheik, Jigglypuff] he break their walls by forcing them to approach.
I've always disliked this argument. While Fox's lasers deal damage and usually characters want to aproach because of it, unlike Falco's lasers Fox's lasers don't successfully apply any real pressure or limiting of options. In a situation where a character is dash-dancing near enough to Fox/Falco to dash in and grab/upsmash/dash attack them on reaction to a retreating SHL, which laser is more effective on hit? Falco's lasers ability to actually limit approach options in the neutral Dash Dance game are far more valuable than Fox's damage dealing, which are mostly good mid-to-full stage in a neutral position. Lastly, Fox's lasers allow the opponent to space largely however they want. Falco's do two main things. 1. limit options and 2. turn opponent's around on hit. This makes back-airing him usually ineffective, which varies in relevance based on match-up. As a DK player I of course am the one to mention it, but it's relevant in the Puff match-up as well.
@KK Link me one set where lasers actually DO something vs a top tier thats not falco or fox.
This is just a really bad argument. You limit the criteria to top tier, then you cut top tier in half. ?? Fox & Falco are also, if one had to choose, the most relevant characters in a tournament setting due to their popularity.
I'll definitely concede that lasers are really ****ing useless on FoD though. LOL
Just consider the fact that there is no active fox only main in the top, so of course Falco mains are gonna seem more consistent with their tech skill. Oh and if you look at Zgetto vs me I suffered from way more technical struggles than he did ;o.
No offense to you or your skill level, but Zgetto has significantly more experience in a tournament setting. Correct me if Zgetto was playing comparatively badly at Pound 4, but he lost to Zhu with NTSC up-smash, up-b recovery & weight, & beat you without those.
Zgetto's also one of the only examples of Fox players that are able to compete at a top level and have consistent technical skill to do it, unless you count Mango (didjoo see those recovery attempts in grand finals tho, lol <3). Lovage is getting close to that level, and Jman always has been close.
and finally
KirbyKaze said:
Also, if we're going to start saying things like, "Armada did X when he could have done Y", then I'm going to openly state I think every Falco's laser game on edgeguard is greatly underdeveloped except maybe like 2009 Lambchops. I don't see anyone even try some of the stuff he went for, and a lot of it was really good.
I'll mostly agree with this, outside of Zhu when he's playing well. Pound 4 Zhu was ****ing amazing.
The use of shield for laser positioning in this still amazes me to this day.